Elote has contributed to 28 posts out of 465278 total posts
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20 Most recent posts:
 Edited by Elote on Mar 18, 2019 at 12:52 AM
This isn't really well documented anywhere but how did bungie vary their encounters? For example some of the flood encounters on two betrays on each play through will have different weapons, I guess another example is in SPV3 a pack of brutes will replace a few elites and vice versa, how exactly is this done?
Quote: --- Original message by: SBB_Michelle I guess that since there is no animations set up for grunts to hold the weapon while in the dropship it isn't equipped and the weapon somehow confuses that with being dropped and self destructs as fuelrods do in this game. Don't grunts with fuel rods exit a dropship on d20?
Okay so I have a dropship come in and drop off an elite with a energy sword and a grunt with a fuel rod, the weapons detonate in their hands (the fuel rod causing no damage) and the units end up having no weapons
I remember someone fixing the animation recorder so you can use it on 1.10 instead of making a new 1.09 install, does this exist or I'm crazy?
This doesn't work for the default elite bipeds as their nodes aren't properly setup
I made them
Quote: --- Original message by: Reshirom200where you get those brute tags??? Edited by Elote on Mar 3, 2018 at 09:18 AM
Quote: --- Original message by: HalonimatorQuote: I can do everything in this engine besides 3d modeling, so make me single player bsp's (i have concepts and a story line already) and I'll share my tagset with you. The sp missions vary on tagset but its halo 1 with halo 2 enemies balanced around h1 sandbox or a full h2 tagset.
--- Original message by: Elote
go away low tier
im waiting for haloanimater to enter so we can destroy cmt muahahhaha Edited by Elote on Feb 27, 2018 at 02:36 AM Make fun of me and I will shoke a P00P in your face. And to be clear, I don't help anyone and I have my own tagset witch is 100x better than CMT'S and Your 5hitty rips. But... I like the idea of destroying mastardz1337, keep working and maybe you will get my attention. Edited by Halonimator on Mar 2, 2018 at 11:56 AM my rips are better than the cmt rips because they have OS shaders Edited by Elote on Mar 3, 2018 at 09:19 AM
those windows are copy and pasted from somewhere i dunno if its orbital or not
I can do all I said I could, porting/tagging isn't difficult it just takes time and understanding halo's sandbox. 3ds max is Chinese to me and every time i try to sit there and make a bsp i lose interest. There's nothing to advertise besides a purpose built tagset, a few concepts, and some notes, the BSPs are kind of the most important part.
orbital was a bad map anyway
and lets not pretend like you came in here on the most helpful terms either Edited by Elote on Feb 27, 2018 at 03:59 AM
go away low tier
im waiting for haloanimater to enter so we can destroy cmt muahahhaha Edited by Elote on Feb 27, 2018 at 02:36 AM
I can do everything in engine besides 3d modeling, so make me singe player bsps (that I have concepts and story lines already) and I'll share my tagset with you. The sp missions vary on tagset but its halo 1 with halo 2 enemies balanced around h1 sandbox or a full h2 tagset
kthx
So I'm using the CMT elite animations on a default elite, the animations work normally but the weapon is inside the elite's torso facing upwards. I'm assuming this is a node issue? I went into guerilla and added the carbine markers to the gbxmodel but that didn't do anything notable. How do I fix it so the weapon is held in the elite's hands?
Quote: --- Original message by: Halo Noob Modder117 Wow what the hells been going on here? Crazy Modder Tiffs Return?!
New project: Personal attacks/threats Team details: A handful of HM users including those part of big teams
Damn guys I thought this was something about the Custom Mapping Team SPV3 project and its authors... what r u saying yo
Quote: --- Original message by: cippozzo Just give me 20 BTC, I do not know anything but who I am. That's glorious right? u have an anime avatar
I fixed this by splitting the scripts into two different trigger volumes, putting the bsp switch slightly ahead of the teleport trigger
selling master's dox for $20 Bitcoin, pm for proof
I can also leak any source files/ development information for project oddball as well
how much u paying
Quote: --- Original message by: MatthewDratt What biped are you using? Default h1 cyborg Edited by Elote on Aug 13, 2017 at 10:52 PM
Quote: --- Original message by: MatthewDratt Teleport the player first It does the same camera thing but now it doesn't switch Bsps
I'm trying to move a player to a different bsp in a campaign map with scripts
(script startup bspswitch (sleep_until (volume_test_objects bspmover (players))15) (switch_bsp 1) (object_teleport (unit (list_get (players) 0)) player1_lift_base) )
The bsp switches correctly but it shows a camera (kind of like when you die in campaign) that rotates slowly (like the player is dead) and nothing else happens.
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